Milor's Labyrinth

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    Nailo41

    Posts : 292
    Join date : 2012-01-04
    Age : 25
    Location : Hanford A.K.A. COWTOWN

    Re: Milor's Labyrinth

    Post by Nailo41 on Thu Dec 04, 2014 1:01 pm

    Name: Logan Straxus a.k.a Strax
    Race: Human
    Gender: Male
    Age: 23
    HP: 35
    Stamina: 100
    Mana: 10

    Perks:
    Handspring
    Pleasantries

    Stats:

    Health: 7
    Mana: 2
    Stamina: ?
    Attack: 4
    Skill: 3
    Spell Might (SM): 0
    Spell Power (SE): 1
    Spell Slots: ?
    Tough: 8
    Dodge: 3
    Resist: 8
    Luck: 4
    Speed: 2
    Threat: ?
    Opportunity Actions: ?

    Job 4
    Athletics: 2
    Sense: 2

    Defenses
    Physical: 8
    Magical: 8
    Elemental: 8
    Divine: 5

    Equipment:

    Sword and Board 
    Soldier's Mail 
    Menacing Mask 
    Skirmisher Cloak 
    Bedroll 
    2 Health Potion 
    Hooded Lantern 
    Bag of Acorns 
    8 Rations 
    3 Succulent Meat 

    Money:
    0 Attars


    Last edited by Nailo41 on Sun Dec 07, 2014 10:45 pm; edited 2 times in total
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    Rock'emSock'emRabbi

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    Join date : 2011-08-12

    Re: Milor's Labyrinth

    Post by Rock'emSock'emRabbi on Fri Dec 05, 2014 3:17 am

    OHHH I want perks!


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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Fri Dec 05, 2014 2:54 pm

    @Rock::

    Echolocation I: Chance to hit +30 when sight is impaired. Bonus cannot exceed penalty to hit chance.
    Weapon Expertise I: Gain 15% more weapon experience (wxp).
    Mana Mouth I: Gain +10% MP from mana recovery items.
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    FrenchPopo

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    Re: Milor's Labyrinth

    Post by FrenchPopo on Fri Dec 05, 2014 3:49 pm

    OOO OOO ME ME! MY TURN! Very Happy


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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Fri Dec 05, 2014 4:21 pm

    @French::

    Weapon Master I: Can learn an additional maneuver per weapon, raising the total to 5.
    Shake it Off I: Gain the 'shake it off' action, which has a 20% chance of removing a curse (debuff of any type-- physical, elemental, magic, or divine).
    Battle Perception I: Can take an action to 'observe' an opponent, making a sense V. stealth check to discern trait(s)/strategy(ies) employed by the target.
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    Elit3Fla5h

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    Re: Milor's Labyrinth

    Post by Elit3Fla5h on Sun Dec 07, 2014 4:34 pm

    Mr. Fancy pants with that music arn't ya?


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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Sun Dec 07, 2014 4:40 pm

    Oh crapped it worked! I'm fixing nothing! Sweet. In any case items available for purchase by a starting character have been posted. Everything needed to get a character sheet up should be available.
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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Mon Dec 08, 2014 7:17 am

    Why hello there Loki, good to see you've joined!  Given yours and Elite's character sheets, I think its important to mention that like weapons or armors, only a single trinket may be equipped at any one time. Also, I would advise some amount of rations, even if only a few.

    The windy chalice has received a buff of +5 avoid, it wasn't updated in line with the hit chance changes.

    Once Rock and French post characters, I can start.
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    FrenchPopo

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    Re: Milor's Labyrinth

    Post by FrenchPopo on Mon Dec 08, 2014 10:39 am

    I'll try and get it done when I get to school. Sometimes my internet doesn't like to load the spoilers. :\


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    Rock'emSock'emRabbi

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    Re: Milor's Labyrinth

    Post by Rock'emSock'emRabbi on Mon Dec 08, 2014 11:38 am

    Sry i've been busy. Im at school now and ill finish up when i get home. I need my second human perk... if i choose that. Ork is tempting but im not sure on the boususes? The the high str thing for out of char stuff?


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    Nailo41

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    Age : 25
    Location : Hanford A.K.A. COWTOWN

    Re: Milor's Labyrinth

    Post by Nailo41 on Mon Dec 08, 2014 12:43 pm

    When we calculate our initial threat is it armor+weapon+misc?
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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Mon Dec 08, 2014 1:24 pm

    The orc exceptional strength trait does not add to damage, and has more out-of-combat type applications. Initial threat does not include weapon threat, but does include armor+misc. Weapon threat is added to threat with each attack. Spell threat is added with each cast. Threat resets after combats/events in which it matters.
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    Rock'emSock'emRabbi

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    Re: Milor's Labyrinth

    Post by Rock'emSock'emRabbi on Mon Dec 08, 2014 3:06 pm

    Oh... we have a big lack of mages... GRAYDON! WE NEED YOUR IMMAGINATION MAGIC

    How does Weapon Exp work? Is it like per weapon or weapon class? Do we pick weapon lvl up upgrades or is it just like: *Duel swords lvl 2,,, learned whirlwind!*


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    FrenchPopo

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    Re: Milor's Labyrinth

    Post by FrenchPopo on Mon Dec 08, 2014 3:18 pm

    Welp, looks like I'll do the job I normally do! Razz

    Sorry I'm taking so long guys. Finals are approaching and all the big projects are due this week. I'll get it done ASAP.


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    Nailo41

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    Re: Milor's Labyrinth

    Post by Nailo41 on Mon Dec 08, 2014 4:19 pm

    Hey I normally play party medic, just felt like change of pace. O and Noble you might want to buy some rations otherwise you'll starve
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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Mon Dec 08, 2014 4:49 pm

    Wxp is gained per weapon, which means if you've been using a longsword and find the dragon sword, you start back at square one even if they share weapon class.  Once you've gained proficiency in a weapon (wxp 100), you will be given two bonuses from which to pick, usually either a new maneuver or an increase in the weapon's item level (increasing damage and proc potency).  This means a lot of record keeping as you learn new weapons.

    And no problem French, first things first.  I can even start right now with you as a placeholder character (no stats/items just a name), if that's alright with you.  Of course, if your about to have a character sheet anyway waiting is good.

    @Loki::
    Lol, somehow, no unseen ones.

    Tactics I: May ready an additional action, for a total of 2, assigning each action priority.
    Weapon Master I: Can learn an additional maneuver per weapon, raising the total to 5.
    Blocka I: Gain 15% block chance.

    EDIT:: It seems Rock was worried his character might be caught in the blast of a bomb, so he made sure he could at least take EIGHT explosions all at once before finally succumbing to a ninth.
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    Raxistaicho

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    Re: Milor's Labyrinth

    Post by Raxistaicho on Mon Dec 08, 2014 8:23 pm

    I'mma join this :U Just let me look up dis character stuff so I can make the haxxest character this side of the Jedi Exile.
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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Mon Dec 08, 2014 8:34 pm

    @Raxis::
    Sweet! Get your character sheet up there when you can.

    Nobody Knows What This Perk Does: Tempting, no?
    Weave Magic I: Grants an additional spell slot that may only hold a weave magic spell.
    Trap Trigger I: +10 dodge & luck against traps.
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    Raxistaicho

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    Re: Milor's Labyrinth

    Post by Raxistaicho on Mon Dec 08, 2014 8:56 pm

    I'll look into it tomorrow Very Happy For tonight I have studying, doing my daily on LoL and then writing.
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    FrenchPopo

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    Re: Milor's Labyrinth

    Post by FrenchPopo on Tue Dec 09, 2014 12:43 am

    I have the bare bones posted, I'll fill it in later. Do I need another 3 perks to choose from for being human? Or choose from the same 3?


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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Tue Dec 09, 2014 8:34 am

    @French::
    A new set of three.

    Weapon Master I:Can learn an additional maneuver per weapon, raising the total to 5.
    Second Wind I: Once per combat while injured, regain 10% max HP and SP with an action.
    Trap Trigger I: +10 dodge & luck against traps.

    In the event you select Weapon Master twice, you get
    Weapon Master II: Can learn 2 additional maneuvers per weapon, raising the total to 6.


    Last edited by Ippy on Tue Dec 09, 2014 10:30 am; edited 1 time in total
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    Raxistaicho

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    Re: Milor's Labyrinth

    Post by Raxistaicho on Tue Dec 09, 2014 8:52 am

    So I choose just 1 perk, right? How many stats am I allowed to accrue to my character? Does my threat have to start at 0?
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    Raxistaicho

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    Re: Milor's Labyrinth

    Post by Raxistaicho on Tue Dec 09, 2014 9:37 am

    This damn party's a sausage fest :U Sorceress plz.

    Okay, I THINK I have this all correct, but please double check me in case I missed something. I wanna make sure I have this all down before I post it on the official topic.

    Renate Rector
    Race: Human
    Gender: Female
    Age: 24
    HP: 20 (Injured: 10, Wounded:3)
    Stamina: 100
    MP: 30

    Perks:
    Spoiler:
    Weave Magic I: Grants an additional spell slot that may only hold a weave magic spell.
    Navigation I: Once per day, may make a sense check to discern the direction of some desirable (object/event/site/creature).

    SOWING MASTAH.

    MINMAX MAGIC DODGE Very Happy

    Stats:
    Spoiler:

    Health: 4
    Mana: 6
    Attack: 2
    Skill: 0
    Spell Might (SM): 6
    Spell Power (SE): 2
    Tough: 2
    Dodge: 6
    Resist: 6
    Luck: 6
    Speed: 4
    Threat: 6
    Job: 5
    LP: 1

    Rabbi, you're pretty much on permanent meat shield duty for me :U

    Jobs:
    Spoiler:

    Academia: 1
    Athletics: 0
    Basket-Weaving: 0
    Deception: 0
    Diplomacy: 0
    Finesse: 0
    Perception: 0
    Magic: 2
    Medicine: 0
    Mechanics: 0
    Sense: 2
    Stealth: 0


    Inventory:
    Spoiler:


    Hedge Wand
    It appears this vendor is trying to sell you a bush twig...
    Implement, Ranged/Magic Arcane/2 dmg/100 hit/10 proc/5 SPC/4 thr/gain 1 MP

    Leather Jacket
    Perhaps not the most protective of armors, but most certainly cool.
    Light/6 thr/+1 physical and elemental defense, +5 avoid

    Wizard Hat
    Crinkly, scrunchy, and singed.  Still works.
    +1 spell slot

    Spell Book lv6
    Can record a spell from a scroll, expending the scroll, with a +6 bonus on the magic check. Recorded spells may be later slotted from the spellbook, but not cast from the book itself. Holds up to 6 spells.

    Mana Potion
    Recovers 16 mana.


    Mana Potion
    Recovers 16 mana.

    Rations
    Satisfies food requirements for the day.

    Rations
    Satisfies food requirements for the day.

    Rations
    Satisfies food requirements for the day.

    Rations
    Satisfies food requirements for the day.

    Rations
    Satisfies food requirements for the day.

    Bedroll
    Provides complete rest in up to level 10 environments.

    Bright Torch lv2
    Creates a sphere of light.  2 uses.

    Lexion lv5
    Capable of translating small phrases of unknown languages with an academia check.

    Heal

    As the first spell invented in historical records, heal is a reminder of the good magic can achieve.
    Heaven-type magic/7 mana cost/5 threat generated. Heals target for 8+SE HP.


    Elemental Bolt
    The first lesson of any aspiring Ataraxian magician is how to conjure the base elements. Hurling them at something mean isn't much of a step higher.
    Weave/2 MP/4 thr. Deals 5+SM elemental ice, elemental fire, elemental lightning, or elemental acid damage, caster's  choice.

    AT:6

    Defense:
    Spoiler:

    Physical: 3
    Magical: 6
    Elemental: 5
    Divine: 5

    EXP:
    Spoiler:

    Total Experience: 50
    Weapon Experience:

    Appearance:
    Spoiler:


    Theme:
    Spoiler:




    Last edited by Raxistaicho on Tue Dec 09, 2014 12:52 pm; edited 2 times in total
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    Ippy
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    Re: Milor's Labyrinth

    Post by Ippy on Tue Dec 09, 2014 10:30 am

    Looks like you got most stuff down. As human, your bonus perk comes from another selection of three, rather than picking two of the three I offer. Also, your standing threat is 6 (the value of your armor's threat) rather than 14 (6 + weapon + spells). The threat of a weapon or spell is the threat generated by attacking with that weapon or casting that spell. Threat builds over the course of combat/an event, and resets back to standing threat once the combat/event has ended.

    Your human perk:

    Second Wind I: Once per combat while injured, regain 10% max HP and SP with an action.
    Navigation I: Once per day, may make a sense check to discern the direction of some desirable (object/event/site/creature).
    Secondhand I: Once per combat, may use or equip an item with an action of opportunity (rather than a main action).
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    Raxistaicho

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    Re: Milor's Labyrinth

    Post by Raxistaicho on Tue Dec 09, 2014 11:00 am

    I'm our only magic user. Watch me die and then everyone else encounters some boss that wipes the team with magic.

    Does my magic stick use attack or magic attack to determine damage?


    Last edited by Raxistaicho on Tue Dec 09, 2014 11:07 am; edited 1 time in total

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